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Differences between revisions 30 and 31
Revision 30 as of 2013-07-20 20:19:13
Size: 2131
Comment: Changed include directive in example.
Revision 31 as of 2013-08-11 13:11:47
Size: 2246
Comment: Removed tabs.
Deletions are marked like this. Additions are marked like this.
Line 12: Line 12:
                                 int   index,                                  int    index,
Line 29: Line 29:
 SDL_Window *win = NULL;
 SDL_Renderer *renderer = NULL;
 SDL_Texture *bitmapTex = NULL;
 SDL_Surface *bitmapSurface = NULL;
 int posX = 100, posY = 100, width = 320, height = 240;
    SDL_Window *win = NULL;
    SDL_Renderer *renderer = NULL;
    SDL_Texture *bitmapTex = NULL;
    SDL_Surface *bitmapSurface = NULL;
    int posX = 100, posY = 100, width = 320, height = 240;
Line 35: Line 35:
 win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0);     win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0);
Line 37: Line 37:
 renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);     renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
Line 39: Line 39:
 bitmapSurface = SDL_LoadBMP("img/hello.bmp");
 bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface);
 SDL_FreeSurface(bitmapSurface);
    bitmapSurface = SDL_LoadBMP("img/hello.bmp");
    bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface);
    SDL_FreeSurface(bitmapSurface);
Line 43: Line 43:
 while (1) {
  SDL_Event e;
  if (SDL_PollEvent(&e)) {
   if (e.type == SDL_QUIT) {
    break;
   }
  }
    while (1) {
        SDL_Event e;
        if (SDL_PollEvent(&e)) {
            if (e.type == SDL_QUIT) {
                break;
            }
        }
Line 51: Line 51:
  SDL_RenderClear(renderer);
  SDL_RenderCopy(renderer, bitmapTex, NULL, NULL);
  SDL_RenderPresent(renderer);
 }
        SDL_RenderClear(renderer);
        SDL_RenderCopy(renderer, bitmapTex, NULL, NULL);
        SDL_RenderPresent(renderer);
    }
Line 56: Line 56:
 SDL_DestroyTexture(bitmapTex);
 SDL_DestroyRenderer(renderer);
 SDL_DestroyWindow(win);
    SDL_DestroyTexture(bitmapTex);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(win);
Line 60: Line 60:
 return 0;     return 0;

SDL_CreateRenderer

Use this function to create a 2D rendering context for a window.

Syntax

SDL_Renderer* SDL_CreateRenderer(SDL_Window* window,
                                 int         index,
                                 Uint32      flags)

Function Parameters

window

the window where rendering is displayed

index

the index of the rendering driver to initialize, or -1 to initialize the first one supporting the requested flags

flags

0, or one or more SDL_RendererFlags OR'd together; see Remarks for details

Return Value

Returns a valid rendering context or NULL if there was an error; call SDL_GetError() for more information.

Code Examples

#include "SDL.h"

int main(int argc, char *argv[]) {
    SDL_Window *win = NULL;
    SDL_Renderer *renderer = NULL;
    SDL_Texture *bitmapTex = NULL;
    SDL_Surface *bitmapSurface = NULL;
    int posX = 100, posY = 100, width = 320, height = 240;

    win = SDL_CreateWindow("Hello World", posX, posY, width, height, 0);

    renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);

    bitmapSurface = SDL_LoadBMP("img/hello.bmp");
    bitmapTex = SDL_CreateTextureFromSurface(renderer, bitmapSurface);
    SDL_FreeSurface(bitmapSurface);

    while (1) {
        SDL_Event e;
        if (SDL_PollEvent(&e)) {
            if (e.type == SDL_QUIT) {
                break;
            }   
        }

        SDL_RenderClear(renderer);
        SDL_RenderCopy(renderer, bitmapTex, NULL, NULL);
        SDL_RenderPresent(renderer);
    }

    SDL_DestroyTexture(bitmapTex);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(win);

    return 0;
}

Remarks

flags may be any of the following OR'd together:

SDL_RENDERER_SOFTWARE

the renderer is a software fallback

SDL_RENDERER_ACCELERATED

the renderer uses hardware acceleration

SDL_RENDERER_PRESENTVSYNC

present is synchronized with the refresh rate

SDL_RENDERER_TARGETTEXTURE

the renderer supports rendering to texture

Note that providing no flags gives priority to available SDL_RENDERER_ACCELERATED renderers.


CategoryAPI, CategoryRender

None: SDL_CreateRenderer (last edited 2014-11-11 02:06:24 by RyanGordon)

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